Indeed there is,
The three golem room in the D#Arnise hold will benifit from this set.
PJ
Indeed there is,
The three golem room in the D#Arnise hold will benifit from this set.
PJ
Meet the bone golem:

NWN original at the left, reworked version (but obviously not finished!) at the right
Looks like it's going to be pretty cool. The original NWN version is much better in the NWN2 engine.
I was able to reduce the polycount from 10500 to 4200 approximately, so here's the new bone golem:


Let's just smoothen it a little, and the golems will be ready for use.
Nice. ![]()
I wonder about that appendage at the end of the NWN golem's left arm. Perhaps it could be attached as a shield that overlays the hand?
I hate to say it but I like the nwn1 version better.
To me, the bone spikes, half missing ribs, leather wrapping, spines visibly welded together, and the left claw/spike are what really give the nwn1 version it's horrific (in a good way) vibe, you get the feel that mage Frankenstein cobbled the thing together from widely different parts. To me the nwn2 version looks less like a construction and more like someone took a functional skeleton and added on a second head, or reanimated an ettin/fell troll.
If the pics above are how the nwn2 version will look, I hope the nwn1 version is released as well (though I prefer the nwn2 one's skulls, the nwn1 skulls look goofy/pathetic).
I think it would depend on who built the golem; some bone golem constructs may be cleaner than others. But yes, I agree that the details on the NWN model do add to the look quite nicely. The smaller head on the current model does look better though.
Actually, I was working on having these extra parts added as bracers, shoulder and leg armor parts, so that several different bone golems could be created.
That will be pretty nice. Being able to modify the appearance will help with the encounter variety. Thanks.
That will be pretty nice. Being able to modify the appearance will help with the encounter variety. Thanks.
Well, it took some time to figure out how to add armor parts to a non-standard skeleton (yep, hard-coded shortcuts again...)
But I found a workaround (unfortunately, that means redoing all the animations because I had to include/rename some bones).
Well, it took some time to figure out how to add armor parts to a non-standard skeleton (yep, hard-coded shortcuts again...)
But I found a workaround (unfortunately, that means redoing all the animations because I had to include/rename some bones).
If it's not worth all the extra work, I'd be more than happy with something like the original. Thanks.
(But, of course, I'd be more than pleased with a customizable version too.)
The bone golem is now ready: body01 is the NWN original, 02 to 05 are NWN2 updates (higher poly count, with missing ribs and even a hole in the small skull):


These versions can wear armor parts to look like the NWN original:

At the moment then, the mithral golem, the adamantine golem and the bone golem are ready. I'll try to improve the flesh golem and the demon golem, but so far the results look awful - I'd even say worse than in NWN! If after a few more days I'm still not happy with the results, I'll release the mithral, adamantine and bone golems, finish the NWN dragon port (one or two animations still to go), and then return to the golems (or the octopus, which I haven't touched for quite a while!)
even a hole in the small skull):
Always good to include a trepanned option.
Very nice! ![]()
Well, I finally decided to release what was ready, and upload the other golems later.
So here are the bone, adamantine and mithral golem:
The flesh golem, demon golem and Ettin will be in an update, as soon as I'm happy with the result (which obviously is not the case right now!)
Grabbed and added to the HotU menagerie. Thank you!!! ![]()
One of the things I've been thinking about is ambient creepy, crawly things down in the Undermountain. In the city you have your ambient citizenry wandering about. But down in the dungeon you might have scaled down spiders and bugs randomly crossing the corridor, only to skitter away when the party approaches.
Perhaps there could be a transparent band that spans a tile square, with little bugs moving across via UV scrolling. Maybe there's a pile of maggots, which is really just a lumpish model with a series of curved faces showing a maggot texture, all moving in a disturbing manner via UV scrolling. How about a spider web texture has an actual spider model in the middle. Maybe there's a goblin or two skulking around, but they quickly run away as you approach. I could also have some random junk appear in locations where the party had already been through; dropped by some unknown agent. Or a large block of stone could crash to the ground from a fallen ceiling.
I wonder if there is a way to have both animated texture and UV scrolling? That way I could have an animated spider pattern moving across a surface. I guess I could do something like the butterfly effects where there's an animated frame that is generated via an emitter.
Now that I've finally (finally!) got the Ice Temple tileset shipped out the door, I can switch back to focus more attention on this module. Currently I have the 1st floor, central area of the Undermountain tentatively laid out and I'm starting to implement all the features.
I've been busy transcribing the lengthy conversation file for Sharwyn's character over from NWN, which will be followed by Daelan's. (Why oh why did they decide to have two bard characters?) Presumably all the HotU conversations are embedded in the dialog.tlk for NWN, so, unfortunately, I can't transfer then via an erf. Instead it's a copy-paste operation. Wash, rinse, repeat.
The two major halls in this area (kings & mirrors) deserve some special treatment, so I'm thinking about what types of additional placeables need to be added. The thrones and mirror are already available; it's all the surroundings that need more work.
I'm looking into the best way to implement secret doors. Last night I attempted to apply a nearly 100% alpha transparent texture F/X to the door, hoping it would no longer highlight. But that didn't work out. Instead, I may need to turn to the trick of laying down a walkmesh helper to allow passage through the wall. I've got some tile models I can adopt for that, plus a removable placeable block to conceal the opening. I'll have to run a test to see how well it works out before generating a bunch more tile variants for this purpose.
Finally, I want to add more environmental features to the area; some of those were mentioned above. I can add more decals (like blood splatters), glowy runes, door retexturing, and so forth. I've thought about adding a huge pile of dragon excrement (for that one place...), but I need a suitably cr@ppy texture to use. Does dragon dung look like normal dung? Or does it glow magically? Hmm... I guess I could do a mesh emitter and release funky looking fumes.
Does dragon dung look like normal dung? Or does it glow magically? Hmm...
It's has shiny pieces of steel in it.
I'm looking into the best way to implement secret doors. Last night I attempted to apply a nearly 100% alpha transparent texture F/X to the door, hoping it would no longer highlight. But that didn't work out.
Make the door unuseable and then trigger it's useability via script on some condition..
Search Skill.. Hitting a lever.. ect..
While the door is unusable you won't be able to interact / highlight it. Let me know more details on how you want the secret doors to work if this doesn't help.
//Set a placeable as being useable, i.e., something the player can //click on to interact with. // oPlaceable: The placeable object to change the flag on. Does not // work on static placeables. // nUseableFlag: Whether or not the placeable should be useable void SetUseableFlag( object oPlaceable, int nUseableFlag );
Is that how Nim got his secret door trick to work? I was going to check that out tonight. Thanks.
No.. but I just remembered that I don't think door objects themselves can be flagged useable / unuseable.
I -think- they are special cases compared to regular placebles / objects..
You could get the same effect by making a placeble object that mimics a door though. ![]()
Doors can't be set to usable/unusable. They can be set to static so that they don't highlight, but there's no way to set them as non-static during the game. You can destroy them by script, but you can't spawn a new door. If it's a transition door, you can use a placeable door, but for doors that open into a room in the same area, those won't work unless you can animate them to rotate.
Come to think of it, that would be a good thing for me to try as a first lesson in animating for NWN2. A simple door rotation.
I tested Nim's approach and it works. What's funny though is that I didn't even need to add the '{Scrt Door Cover}' for it to function properly. For some reason the '{Scrt Door Blocker}' doesn't show the door cursor with a mouse over.
I tested Nim's approach and it works. What's funny though is that I didn't even need to add the '{Scrt Door Cover}' for it to function properly. For some reason the '{Scrt Door Blocker}' doesn't show the door cursor with a mouse over.
It might be to block seeing the room behind it.. it won't matter though if the doorway leads to a new area..